Difference between revisions of "Enhance Spell"

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(Created page with "{{Needs Review}} {{Feat |Name=Enhance Spell |Source=Epic Level Handbook |Type=Magic |Description=You can increase the power limit of your damage-dealing spells. |Prerequisites=Maximize Spell§ Epic Level |Content=The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to your caster level, such as fireball) or by 5 dice (for spells that deal a number of dice of damage equal to half your level, such as searing light). An...")
 
(Added Special and Normal)
 
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|Content=The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to your caster level, such as fireball) or by 5 dice (for spells that deal a number of dice of damage equal to half your level, such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. For example, an enhanced [[Fireball]] has a damage cap of 20d6 (rather than 10d6). An enhanced searing light has a damage cap of 10d8 (rather than 5d8). This feat has no effect on spells that don't specifically deal a number of dice of damage equal to your level or half your level, even if the spell's effect is largely dictated by your level. Thus, it has no effect on magic missile (even though your level indicates how many missiles you fire),[[Melf's Acid Arrow]] (even though your level indicates how many rounds the acid deals damage), or [[Produce Flame]] (even though you add your level to the base 1d4 damage dealt).
|Content=The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to your caster level, such as fireball) or by 5 dice (for spells that deal a number of dice of damage equal to half your level, such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. For example, an enhanced [[Fireball]] has a damage cap of 20d6 (rather than 10d6). An enhanced searing light has a damage cap of 10d8 (rather than 5d8). This feat has no effect on spells that don't specifically deal a number of dice of damage equal to your level or half your level, even if the spell's effect is largely dictated by your level. Thus, it has no effect on magic missile (even though your level indicates how many missiles you fire),[[Melf's Acid Arrow]] (even though your level indicates how many rounds the acid deals damage), or [[Produce Flame]] (even though you add your level to the base 1d4 damage dealt).
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'''Special'''
You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher (thus, a twice-enhanced fireball would be an 11th-level spell).
'''Normal'''
Without this feat, use the damage dice caps indicated in the spell's description.

Latest revision as of 15:01, 3 September 2023

Searchtool-80%.png Needs review
Source: Epic Level Handbook

Description: You can increase the power limit of your damage-dealing spells.

Prerequisites: Epic Level, Maximize Spell


The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to your caster level, such as fireball) or by 5 dice (for spells that deal a number of dice of damage equal to half your level, such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. For example, an enhanced Fireball has a damage cap of 20d6 (rather than 10d6). An enhanced searing light has a damage cap of 10d8 (rather than 5d8). This feat has no effect on spells that don't specifically deal a number of dice of damage equal to your level or half your level, even if the spell's effect is largely dictated by your level. Thus, it has no effect on magic missile (even though your level indicates how many missiles you fire),Melf's Acid Arrow (even though your level indicates how many rounds the acid deals damage), or Produce Flame (even though you add your level to the base 1d4 damage dealt).


Special

You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher (thus, a twice-enhanced fireball would be an 11th-level spell).

Normal

Without this feat, use the damage dice caps indicated in the spell's description.